Chen Tessler

LG
h-index18
24papers
1,932citations
Novelty56%
AI Score45

24 Papers

NIJul 5, 2022
Implementing Reinforcement Learning Datacenter Congestion Control in NVIDIA NICs

Benjamin Fuhrer, Yuval Shpigelman, Chen Tessler et al. · nvidia

As communication protocols evolve, datacenter network utilization increases. As a result, congestion is more frequent, causing higher latency and packet loss. Combined with the increasing complexity of workloads, manual design of congestion control (CC) algorithms becomes extremely difficult. This calls for the development of AI approaches to replace the human effort. Unfortunately, it is currently not possible to deploy AI models on network devices due to their limited computational capabilities. Here, we offer a solution to this problem by building a computationally-light solution based on a recent reinforcement learning CC algorithm [arXiv:2207.02295]. We reduce the inference time of RL-CC by x500 by distilling its complex neural network into decision trees. This transformation enables real-time inference within the $μ$-sec decision-time requirement, with a negligible effect on quality. We deploy the transformed policy on NVIDIA NICs in a live cluster. Compared to popular CC algorithms used in production, RL-CC is the only method that performs well on all benchmarks tested over a large range of number of flows. It balances multiple metrics simultaneously: bandwidth, latency, and packet drops. These results suggest that data-driven methods for CC are feasible, challenging the prior belief that handcrafted heuristics are necessary to achieve optimal performance.

AISep 22, 2024
MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting

Chen Tessler, Yunrong Guo, Ofir Nabati et al.

Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.

LGAug 25, 2024
Learning to Move Like Professional Counter-Strike Players

David Durst, Feng Xie, Vishnu Sarukkai et al.

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.

CVMar 16
Kimodo: Scaling Controllable Human Motion Generation

Davis Rempe, Mathis Petrovich, Ye Yuan et al.

High-quality human motion data is becoming increasingly important for applications in robotics, simulation, and entertainment. Recent generative models offer a potential data source, enabling human motion synthesis through intuitive inputs like text prompts or kinematic constraints on poses. However, the small scale of public mocap datasets has limited the motion quality, control accuracy, and generalization of these models. In this work, we introduce Kimodo, an expressive and controllable kinematic motion diffusion model trained on 700 hours of optical motion capture data. Our model generates high-quality motions while being easily controlled through text and a comprehensive suite of kinematic constraints including full-body keyframes, sparse joint positions/rotations, 2D waypoints, and dense 2D paths. This is enabled through a carefully designed motion representation and two-stage denoiser architecture that decomposes root and body prediction to minimize motion artifacts while allowing for flexible constraint conditioning. Experiments on the large-scale mocap dataset justify key design decisions and analyze how the scaling of dataset size and model size affect performance.

LGJul 11, 2024
Gradient Boosting Reinforcement Learning

Benjamin Fuhrer, Chen Tessler, Gal Dalal

We present Gradient Boosting Reinforcement Learning (GBRL), a framework that adapts the strengths of gradient boosting trees (GBT) to reinforcement learning (RL) tasks. While neural networks (NNs) have become the de facto choice for RL, they face significant challenges with structured and categorical features and tend to generalize poorly to out-of-distribution samples. These are challenges for which GBTs have traditionally excelled in supervised learning. However, GBT's application in RL has been limited. The design of traditional GBT libraries is optimized for static datasets with fixed labels, making them incompatible with RL's dynamic nature, where both state distributions and reward signals evolve during training. GBRL overcomes this limitation by continuously interleaving tree construction with environment interaction. Through extensive experiments, we demonstrate that GBRL outperforms NNs in domains with structured observations and categorical features while maintaining competitive performance on standard continuous control benchmarks. Like its supervised learning counterpart, GBRL demonstrates superior robustness to out-of-distribution samples and better handles irregular state-action relationships.

ROJun 13, 2022
Towards Autonomous Grading In The Real World

Yakov Miron, Chana Ross, Yuval Goldfracht et al.

In this work, we aim to tackle the problem of autonomous grading, where a dozer is required to flatten an uneven area. In addition, we explore methods for bridging the gap between a simulated environment and real scenarios. We design both a realistic physical simulation and a scaled real prototype environment mimicking the real dozer dynamics and sensory information. We establish heuristics and learning strategies in order to solve the problem. Through extensive experimentation, we show that although heuristics are capable of tackling the problem in a clean and noise-free simulated environment, they fail catastrophically when facing real world scenarios. As the heuristics are capable of successfully solving the task in the simulated environment, we show they can be leveraged to guide a learning agent which can generalize and solve the task both in simulation and in a scaled prototype environment.

LGOct 25, 2024
Improving Inverse Folding for Peptide Design with Diversity-regularized Direct Preference Optimization

Ryan Park, Darren J. Hsu, C. Brian Roland et al.

Inverse folding models play an important role in structure-based design by predicting amino acid sequences that fold into desired reference structures. Models like ProteinMPNN, a message-passing encoder-decoder model, are trained to reliably produce new sequences from a reference structure. However, when applied to peptides, these models are prone to generating repetitive sequences that do not fold into the reference structure. To address this, we fine-tune ProteinMPNN to produce diverse and structurally consistent peptide sequences via Direct Preference Optimization (DPO). We derive two enhancements to DPO: online diversity regularization and domain-specific priors. Additionally, we develop a new understanding on improving diversity in decoder models. When conditioned on OpenFold generated structures, our fine-tuned models achieve state-of-the-art structural similarity scores, improving base ProteinMPNN by at least 8%. Compared to standard DPO, our regularized method achieves up to 20% higher sequence diversity with no loss in structural similarity score.

ROMay 18, 2025
Emergent Active Perception and Dexterity of Simulated Humanoids from Visual Reinforcement Learning

Zhengyi Luo, Chen Tessler, Toru Lin et al.

Human behavior is fundamentally shaped by visual perception -- our ability to interact with the world depends on actively gathering relevant information and adapting our movements accordingly. Behaviors like searching for objects, reaching, and hand-eye coordination naturally emerge from the structure of our sensory system. Inspired by these principles, we introduce Perceptive Dexterous Control (PDC), a framework for vision-driven dexterous whole-body control with simulated humanoids. PDC operates solely on egocentric vision for task specification, enabling object search, target placement, and skill selection through visual cues, without relying on privileged state information (e.g., 3D object positions and geometries). This perception-as-interface paradigm enables learning a single policy to perform multiple household tasks, including reaching, grasping, placing, and articulated object manipulation. We also show that training from scratch with reinforcement learning can produce emergent behaviors such as active search. These results demonstrate how vision-driven control and complex tasks induce human-like behaviors and can serve as the key ingredients in closing the perception-action loop for animation, robotics, and embodied AI.

LGMar 28, 2025
Task Tokens: A Flexible Approach to Adapting Behavior Foundation Models

Ron Vainshtein, Zohar Rimon, Shie Mannor et al.

Recent advancements in imitation learning have led to transformer-based behavior foundation models (BFMs) that enable multi-modal, human-like control for humanoid agents. While excelling at zero-shot generation of robust behaviors, BFMs often require meticulous prompt engineering for specific tasks, potentially yielding suboptimal results. We introduce "Task Tokens", a method to effectively tailor BFMs to specific tasks while preserving their flexibility. Our approach leverages the transformer architecture of BFMs to learn a new task-specific encoder through reinforcement learning, keeping the original BFM frozen. This allows incorporation of user-defined priors, balancing reward design and prompt engineering. By training a task encoder to map observations to tokens, used as additional BFM inputs, we guide performance improvement while maintaining the model's diverse control characteristics. We demonstrate Task Tokens' efficacy across various tasks, including out-of-distribution scenarios, and show their compatibility with other prompting modalities. Our results suggest that Task Tokens offer a promising approach for adapting BFMs to specific control tasks while retaining their generalization capabilities.

ROMay 25, 2025
MaskedManipulator: Versatile Whole-Body Manipulation

Chen Tessler, Yifeng Jiang, Erwin Coumans et al.

We tackle the challenges of synthesizing versatile, physically simulated human motions for full-body object manipulation. Unlike prior methods that are focused on detailed motion tracking, trajectory following, or teleoperation, our framework enables users to specify versatile high-level objectives such as target object poses or body poses. To achieve this, we introduce MaskedManipulator, a generative control policy distilled from a tracking controller trained on large-scale human motion capture data. This two-stage learning process allows the system to perform complex interaction behaviors, while providing intuitive user control over both character and object motions. MaskedManipulator produces goal-directed manipulation behaviors that expand the scope of interactive animation systems beyond task-specific solutions.

ROJun 28, 2024
SMPLOlympics: Sports Environments for Physically Simulated Humanoids

Zhengyi Luo, Jiashun Wang, Kangni Liu et al.

We present SMPLOlympics, a collection of physically simulated environments that allow humanoids to compete in a variety of Olympic sports. Sports simulation offers a rich and standardized testing ground for evaluating and improving the capabilities of learning algorithms due to the diversity and physically demanding nature of athletic activities. As humans have been competing in these sports for many years, there is also a plethora of existing knowledge on the preferred strategy to achieve better performance. To leverage these existing human demonstrations from videos and motion capture, we design our humanoid to be compatible with the widely-used SMPL and SMPL-X human models from the vision and graphics community. We provide a suite of individual sports environments, including golf, javelin throw, high jump, long jump, and hurdling, as well as competitive sports, including both 1v1 and 2v2 games such as table tennis, tennis, fencing, boxing, soccer, and basketball. Our analysis shows that combining strong motion priors with simple rewards can result in human-like behavior in various sports. By providing a unified sports benchmark and baseline implementation of state and reward designs, we hope that SMPLOlympics can help the control and animation communities achieve human-like and performant behaviors.

AIJun 26, 2024
PlaMo: Plan and Move in Rich 3D Physical Environments

Assaf Hallak, Gal Dalal, Chen Tessler et al.

Controlling humanoids in complex physically simulated worlds is a long-standing challenge with numerous applications in gaming, simulation, and visual content creation. In our setup, given a rich and complex 3D scene, the user provides a list of instructions composed of target locations and locomotion types. To solve this task we present PlaMo, a scene-aware path planner and a robust physics-based controller. The path planner produces a sequence of motion paths, considering the various limitations the scene imposes on the motion, such as location, height, and speed. Complementing the planner, our control policy generates rich and realistic physical motion adhering to the plan. We demonstrate how the combination of both modules enables traversing complex landscapes in diverse forms while responding to real-time changes in the environment. Video: https://youtu.be/wWlqSQlRZ9M .

CVMay 2, 2023
CALM: Conditional Adversarial Latent Models for Directable Virtual Characters

Chen Tessler, Yoni Kasten, Yunrong Guo et al.

In this work, we present Conditional Adversarial Latent Models (CALM), an approach for generating diverse and directable behaviors for user-controlled interactive virtual characters. Using imitation learning, CALM learns a representation of movement that captures the complexity and diversity of human motion, and enables direct control over character movements. The approach jointly learns a control policy and a motion encoder that reconstructs key characteristics of a given motion without merely replicating it. The results show that CALM learns a semantic motion representation, enabling control over the generated motions and style-conditioning for higher-level task training. Once trained, the character can be controlled using intuitive interfaces, akin to those found in video games.

LGFeb 28, 2021
Ensemble Bootstrapping for Q-Learning

Oren Peer, Chen Tessler, Nadav Merlis et al.

Q-learning (QL), a common reinforcement learning algorithm, suffers from over-estimation bias due to the maximization term in the optimal Bellman operator. This bias may lead to sub-optimal behavior. Double-Q-learning tackles this issue by utilizing two estimators, yet results in an under-estimation bias. Similar to over-estimation in Q-learning, in certain scenarios, the under-estimation bias may degrade performance. In this work, we introduce a new bias-reduced algorithm called Ensemble Bootstrapped Q-Learning (EBQL), a natural extension of Double-Q-learning to ensembles. We analyze our method both theoretically and empirically. Theoretically, we prove that EBQL-like updates yield lower MSE when estimating the maximal mean of a set of independent random variables. Empirically, we show that there exist domains where both over and under-estimation result in sub-optimal performance. Finally, We demonstrate the superior performance of a deep RL variant of EBQL over other deep QL algorithms for a suite of ATARI games.

LGFeb 18, 2021
Reinforcement Learning for Datacenter Congestion Control

Chen Tessler, Yuval Shpigelman, Gal Dalal et al.

We approach the task of network congestion control in datacenters using Reinforcement Learning (RL). Successful congestion control algorithms can dramatically improve latency and overall network throughput. Until today, no such learning-based algorithms have shown practical potential in this domain. Evidently, the most popular recent deployments rely on rule-based heuristics that are tested on a predetermined set of benchmarks. Consequently, these heuristics do not generalize well to newly-seen scenarios. Contrarily, we devise an RL-based algorithm with the aim of generalizing to different configurations of real-world datacenter networks. We overcome challenges such as partial-observability, non-stationarity, and multi-objectiveness. We further propose a policy gradient algorithm that leverages the analytical structure of the reward function to approximate its derivative and improve stability. We show that this scheme outperforms alternative popular RL approaches, and generalizes to scenarios that were not seen during training. Our experiments, conducted on a realistic simulator that emulates communication networks' behavior, exhibit improved performance concurrently on the multiple considered metrics compared to the popular algorithms deployed today in real datacenters. Our algorithm is being productized to replace heuristics in some of the largest datacenters in the world.

LGFeb 9, 2020
Reward Tweaking: Maximizing the Total Reward While Planning for Short Horizons

Chen Tessler, Shie Mannor

In reinforcement learning, the discount factor $γ$ controls the agent's effective planning horizon. Traditionally, this parameter was considered part of the MDP; however, as deep reinforcement learning algorithms tend to become unstable when the effective planning horizon is long, recent works refer to $γ$ as a hyper-parameter -- thus changing the underlying MDP and potentially leading the agent towards sub-optimal behavior on the original task. In this work, we introduce \emph{reward tweaking}. Reward tweaking learns a surrogate reward function $\tilde r$ for the discounted setting that induces optimal behavior on the original finite-horizon total reward task. Theoretically, we show that there exists a surrogate reward that leads to optimality in the original task and discuss the robustness of our approach. Additionally, we perform experiments in high-dimensional continuous control tasks and show that reward tweaking guides the agent towards better long-horizon returns although it plans for short horizons.

LGOct 2, 2019
Never Worse, Mostly Better: Stable Policy Improvement in Deep Reinforcement Learning

Pranav Khanna, Guy Tennenholtz, Nadav Merlis et al.

In recent years, there has been significant progress in applying deep reinforcement learning (RL) for solving challenging problems across a wide variety of domains. Nevertheless, convergence of various methods has been shown to suffer from inconsistencies, due to algorithmic instability and variance, as well as stochasticity in the benchmark environments. Particularly, despite the fact that the agent's performance may be improving on average, it may abruptly deteriorate at late stages of training. In this work, we study methods for enhancing the agent's learning process, by providing conservative updates with respect to either the obtained history or a reference benchmark policy. Our method, termed EVEREST, obtains high confidence improvements via confidence bounds of a reference policy. Through extensive empirical analysis we demonstrate the benefit of our approach in terms of both performance and stabilization, with significant improvements in continuous control and Atari benchmarks.

CLOct 2, 2019
Language is Power: Representing States Using Natural Language in Reinforcement Learning

Erez Schwartz, Guy Tennenholtz, Chen Tessler et al.

Recent advances in reinforcement learning have shown its potential to tackle complex real-life tasks. However, as the dimensionality of the task increases, reinforcement learning methods tend to struggle. To overcome this, we explore methods for representing the semantic information embedded in the state. While previous methods focused on information in its raw form (e.g., raw visual input), we propose to represent the state using natural language. Language can represent complex scenarios and concepts, making it a favorable candidate for representation. Empirical evidence, within the domain of ViZDoom, suggests that natural language based agents are more robust, converge faster and perform better than vision based agents, showing the benefit of using natural language representations for reinforcement learning.

LGMay 23, 2019
Distributional Policy Optimization: An Alternative Approach for Continuous Control

Chen Tessler, Guy Tennenholtz, Shie Mannor

We identify a fundamental problem in policy gradient-based methods in continuous control. As policy gradient methods require the agent's underlying probability distribution, they limit policy representation to parametric distribution classes. We show that optimizing over such sets results in local movement in the action space and thus convergence to sub-optimal solutions. We suggest a novel distributional framework, able to represent arbitrary distribution functions over the continuous action space. Using this framework, we construct a generative scheme, trained using an off-policy actor-critic paradigm, which we call the Generative Actor Critic (GAC). Compared to policy gradient methods, GAC does not require knowledge of the underlying probability distribution, thereby overcoming these limitations. Empirical evaluation shows that our approach is comparable and often surpasses current state-of-the-art baselines in continuous domains.

LGMay 23, 2019
Inverse Reinforcement Learning in Contextual MDPs

Stav Belogolovsky, Philip Korsunsky, Shie Mannor et al.

We consider the task of Inverse Reinforcement Learning in Contextual Markov Decision Processes (MDPs). In this setting, contexts, which define the reward and transition kernel, are sampled from a distribution. In addition, although the reward is a function of the context, it is not provided to the agent. Instead, the agent observes demonstrations from an optimal policy. The goal is to learn the reward mapping, such that the agent will act optimally even when encountering previously unseen contexts, also known as zero-shot transfer. We formulate this problem as a non-differential convex optimization problem and propose a novel algorithm to compute its subgradients. Based on this scheme, we analyze several methods both theoretically, where we compare the sample complexity and scalability, and empirically. Most importantly, we show both theoretically and empirically that our algorithms perform zero-shot transfer (generalize to new and unseen contexts). Specifically, we present empirical experiments in a dynamic treatment regime, where the goal is to learn a reward function which explains the behavior of expert physicians based on recorded data of them treating patients diagnosed with sepsis.

LGMay 23, 2019
Action Assembly: Sparse Imitation Learning for Text Based Games with Combinatorial Action Spaces

Chen Tessler, Tom Zahavy, Deborah Cohen et al.

We propose a computationally efficient algorithm that combines compressed sensing with imitation learning to solve text-based games with combinatorial action spaces. Specifically, we introduce a new compressed sensing algorithm, named IK-OMP, which can be seen as an extension to the Orthogonal Matching Pursuit (OMP). We incorporate IK-OMP into a supervised imitation learning setting and show that the combined approach (Sparse Imitation Learning, Sparse-IL) solves the entire text-based game of Zork1 with an action space of approximately 10 million actions given both perfect and noisy demonstrations.

LGJan 26, 2019
Action Robust Reinforcement Learning and Applications in Continuous Control

Chen Tessler, Yonathan Efroni, Shie Mannor

A policy is said to be robust if it maximizes the reward while considering a bad, or even adversarial, model. In this work we formalize two new criteria of robustness to action uncertainty. Specifically, we consider two scenarios in which the agent attempts to perform an action $a$, and (i) with probability $α$, an alternative adversarial action $\bar a$ is taken, or (ii) an adversary adds a perturbation to the selected action in the case of continuous action space. We show that our criteria are related to common forms of uncertainty in robotics domains, such as the occurrence of abrupt forces, and suggest algorithms in the tabular case. Building on the suggested algorithms, we generalize our approach to deep reinforcement learning (DRL) and provide extensive experiments in the various MuJoCo domains. Our experiments show that not only does our approach produce robust policies, but it also improves the performance in the absence of perturbations. This generalization indicates that action-robustness can be thought of as implicit regularization in RL problems.

LGMay 28, 2018
Reward Constrained Policy Optimization

Chen Tessler, Daniel J. Mankowitz, Shie Mannor

Solving tasks in Reinforcement Learning is no easy feat. As the goal of the agent is to maximize the accumulated reward, it often learns to exploit loopholes and misspecifications in the reward signal resulting in unwanted behavior. While constraints may solve this issue, there is no closed form solution for general constraints. In this work we present a novel multi-timescale approach for constrained policy optimization, called `Reward Constrained Policy Optimization' (RCPO), which uses an alternative penalty signal to guide the policy towards a constraint satisfying one. We prove the convergence of our approach and provide empirical evidence of its ability to train constraint satisfying policies.

AIApr 25, 2016
A Deep Hierarchical Approach to Lifelong Learning in Minecraft

Chen Tessler, Shahar Givony, Tom Zahavy et al.

We propose a lifelong learning system that has the ability to reuse and transfer knowledge from one task to another while efficiently retaining the previously learned knowledge-base. Knowledge is transferred by learning reusable skills to solve tasks in Minecraft, a popular video game which is an unsolved and high-dimensional lifelong learning problem. These reusable skills, which we refer to as Deep Skill Networks, are then incorporated into our novel Hierarchical Deep Reinforcement Learning Network (H-DRLN) architecture using two techniques: (1) a deep skill array and (2) skill distillation, our novel variation of policy distillation (Rusu et. al. 2015) for learning skills. Skill distillation enables the HDRLN to efficiently retain knowledge and therefore scale in lifelong learning, by accumulating knowledge and encapsulating multiple reusable skills into a single distilled network. The H-DRLN exhibits superior performance and lower learning sample complexity compared to the regular Deep Q Network (Mnih et. al. 2015) in sub-domains of Minecraft.